Number of Active Runner - This is the number of vehicles and/or squads in the unit. This number is accurate for your forces and a bit fuzzier for the enemy.

Movement Class - Right now we have (T)rack, (W)heeled, (L)eg, (J)et, (R)otor, (N)one.

Movement Direction - The red or black triangle points to the hex of travel direction the unit is going to. It will be either at the top or bottom of the counter or in the corners to show the six directions.

Unit Orders - The letter represents to current orders state of the unit. (A)ssault, Deliberate (M)ove, Hasty Move (2), (R)est and Refit, (S)reen, (H)old, and (E)ngineering.

I gather from this thread and other screenshots that vehicles and helicopters are represented on the counters by silhouettes and that infantry and command units use NATO style symbols.

Which approach do you take for towed and crew served weapons such as artillery pieces, mortars and anti-tank guided weapons teams ? Also, as I understand air strikes are included in the game, do fixed wing aircraft have their own counters? If not is there a special case for Harrier jump jets being treated as a helicopter gunships style units, with similar counters , with enhanced movement allowance and capacities?

I don’t mean to draw constant comparisons between the “original” game and the upcoming release (I clearly get it is not FPG2), however I must say that the new counter styles and the maps themselves are as aesthetically pleasing as the first game.

It is clear that those involved in these efforts have talent and passion for the trade and I really hope the community supports them by purchasing the products. Although I am by a long shot a Steam purchaser and gamer, I frequently hit up Matrix for titles such as these that are not really available elsewhere.

Well, you are going to compare the two games and that is just natural. There are some similarities between the two games because they have the same designers. The most common similarity is the layout and the look of the main game screen. However, as you start playing the game, you will realize that the similarities ends soon after that. There are a lot of differences under the hood. I am excited about the flexibility of this engine. As this game evolves, I believe the original FPG will become a distance memory.

From what I see here FPC:RS should be a great game, however FPG is a great game in its own right. Much the same as the original HTTR is still enjoyable to play even though it has been eclipsed by BFTB.